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somewherenear

somewherenear

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somewherenear
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  • @Fibijean said:

    Almost every action in the game is server-side, meaning that most of the time, your own connection to the server is what determines how responsive the game is when you're attempting to do something like vault a window or repair a generator. One of the few exceptions is hit detection, which is processed on the killer's end. So basically, regardless of what you see or what the server sees, if they killer saw themselves hit you, then the server will register that as a hit. Unfortunately, that means that if the killer has a bad connection, their hits will tend to look really unfair from the other end.

    The developers did a livestream a couple of months ago answering common questions about the technical side of things like hitboxes and latency. If you're interested in how that all works, you can check out the summary post I made on that stream (which also contains links to the stream itself in case you would prefer to watch the entire video): https://forum.deadbydaylight.com/en/discussion/129766/i-spent-every-spare-moment-i-had-today-watching-the-dev-stream-so-you-dont-have-to/p1

    thanks you answered my question. im not pleased about killer getting priority (id prefer it to be fair) but i guess it s hard to deal with extreme situations (this guy was lagging like mad).


    only thing i dont get - if he is lagging, how did he track me in chase, and then why did he teleport back to his starting spot after the hit was registered.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/712393#Comment_712393

    Huntress has a hard skill ceiling. No matter how good you get with her, you will get to the point of diminishing returns.

    Her weekness is in mostly her movement and map pressure and relying on survivors to remain close and stupid.

    Are you trying to tell me survivors dont have a hard ceiling? and scale better infinitely? Im just saying Huntress has the highest ceiling - hard or soft or flacid

  • @Mr_K said:

    Take a good survivor and good killer today and place them in the old version. The survivor would dominate.

    The highest skill ceiling in the game is the survivor role.

    Disagree. Hands down highest skill ceiling is huntress. 100% huntress 100% wins

  • To clarify, its not alot - still can see quite well, and its only on the edges of my screen. kinda annoying though

  • @SpaceCoconut said:

    I kind of like the idea, but if we did that I would like it if survivors had to use an item to disable the trapper's trap, losing or damaging the item in the process :)

    You can disable bear traps with a toolbox

  • The original point of my post was to put something like this in areas that needed changes (Im looking at you ebony mori). I have no sympathy for killers running that offering and saying "oh that skillcheck battle wasted an additional 10 seconds before I could mori the 2nd person...

    Lets be real, after the first mori you already have amazing tempo advantage. the 2nd and 3rd one is pretty unbalanced

  • I assume you are talking about perks from a beginners eyes (since you bring up the order in which to level characters), and strictly those that are free to start with.


    If you are absolutely new to the game:

    Dwight is the best person to level first (for bond). New players generally have a hard time tracking where to go in the map and it helps to follow teammates around and work with them - letting them familiarize with the map is top priority.

    Claudette is not good because they probably wont be escaping any chases (I mean, I never did when I started) so self care is pointless until you understand maps and loops

    Nea had Urban evasion for new players that get scared easily, but again, without good map knowledge and ability to track killers, its not that good.

    Meg has adrenaline (top tier perk), but again, is this beginner going to make it to endgame often? Sprint Burst (and Balanced from Nea) are both great exhaustion perks, but again, even with that burst of speed without knowledge of how loops work they will be going down.

    Bill ... is hard mode. No never start with him as a beginner.

    Jake has tenacity. Again, they arent going to be winning chases. Skip.

    David King is arguably a better first time survivor than Dwight. We're gonna live forever gives beginner players 2 great benefits.

    1. They have incentive to unhook, which allows them more time to see different maps and get used to them.

    2. They get more blood points, which you desperately need when you start playing the game.



    TLDR; Dwight's bond is great for ABSOLUTE beginners, helps them with finding teammates and understanding game.

    David King's We're gonna live forever should be the second thing (or first if you are yolo) beginners should get. New account = NEED MORE BPs

  • @Peanits said:

    Most commonly, someone will say it when they've got no pressure and end up chasing a survivor for two minutes straight, somehow expecting generators not to go off.

    A more reasonable definition is when they bring in four toolboxes and only do generators- no totems, no healing, even delaying rescues- literally spending every second that they're not being chased on a generator. (Not very common.)

    Thanks for all the replies - heres a summary for those that are interested what I think is the best answer based on the responses

    Gen Rush is common a killer mindset that survivors are "rushing" to finish generators because they are busy chasing a survivor. I think this is a wrong mindset, since doing generators is the survivors job. They aren't rushing it since they really have nothing else to do.


    True "Gen Rush" is when a team runs 4 purpe toolboxes and does nothing but generators, even when they are injured (skip healing). This answer makes the most sense to me. I just started to play killer (and Ive played hundreds of hours as survivor), and I have never seen this. I'd imagine it would have to be 4 SWF who are all much better than a killer and feels confident they can avoid detection and loop successfully even when injured. This is probably only seen at high ranks since at Rank 8 killer (where I am at) and lower, I haven't seen anyone close to being able to pull this off.

    My conclusion is that for a majority of us players, gen rushing is not really a problem.

    Really appreciate everyone's answers!

  • if you know they have franklins and you really want to keep your item, hop into a locker on your last life during chase

  • @ClogWench said:

    https://forum.deadbydaylight.com/en/discussion/comment/632673#Comment_632673

    No, Prayer Beads covered the sound when NOT in her TR.

    As for the buff, I think it's because now you actually have the ability to fake out whether you phase or not. Gives her stronger mindgame potential overall.

    I play her as killer (pre-buff as well), and always felt like her mind game potential was already very high - her phase made any non-infinite loops a mind game, even with the sound. Most other killers (wraith, trapper, etc.) don't have any mind game potential, why buff hers?

  • @Locker_Monster said:

    https://forum.deadbydaylight.com/en/discussion/comment/629120#Comment_629120

    There should not BE any individual counter to camping. Because you'd have to take that individual fix and multiply it by 4.

    Killers could have any number of reasons to camp:

    That Claudette was twerking after ONE pallet stun.

    That Jake was carrying a toolbox & sabo-ing hooks.

    A 3-4-man SWF all logged in with toolboxes/medkits/flashlights & were meming. This kill took 3 minutes to secure thanks to insta-heals, 3 people with flashlights, meme-builds, & I want them dead.

    Etc. Etc.

    Because of this, I don't see camping as unfair. The Killer probably has a reason beyond 'I'm a jerk'. And asking for punishment is basically saying 'I don't like this playstyle. Cater to me & change game mechanics so no one can use it.'

    Does it suck? Sure. I've had it happen to me, but I don't promptly go 'Grr! Camping should be removed!' because I'm not silly enough to assume the Devs should restructure the game around my little upset.

    Camping exists. Camping is legit. Camping should NEVER be punished.

    And adding any sort of 'You can't down anyone' like a FREE Borrowed Time perk IS a punishment.

    I think you are confused. Im not asking to nerf camping - sometimes camping makes all the survivors come and die because they aren't doing gens. I'm asking the community what good ways there are to nerf or balance insidious so its not a stupid perk. Feel free to camp away...

  • @Locker_Monster said:

    Lord. Can we STOP with the punishments for camping?

    It happens. It sucks when it happens to you. Get over it. Move on to the next game.

    Not asking for punishment. Asking for counterplay. Why design something with no counterplay?

  • you CAN NOT punish dcs until the dc issues are fixed. I dcd out of 2 games (never even loaded in), and randomly dcd from 2 more in my 20 games today. This is a known issue, its unfortunate other survivors are abusing it by dcing on purpose

  • I have the lag out issue once every 15 games, I dont mind if I start with 3 survivors 4 gens to do. But its pretty annoying how many people suicide/dc on first hook leaving me with 5 when I actually want to play the game.

  • Lowebei, I play SWF. Why would I dc on my own friends?

    Well if any admin would be willing to look at my account and if they see dcs >5 since I bought the game, outside of the dates my ISP had issues, Id gladly accept a permaban and move on.